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/cvs/deliantra/server/include/object.h
Revision: 1.6
Committed: Sat Aug 26 08:44:06 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.5: +5 -4 lines
Log Message:
many, many cleanups

File Contents

# Content
1 /*
2 * static char *rcsid_object_h =
3 * "$Id$";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29 #ifndef OBJECT_H
30 #define OBJECT_H
31
32 #include "cfperl.h"
33
34 typedef uint32 tag_t;
35 #define NUM_BODY_LOCATIONS 12
36 #define BODY_ARMS 1
37
38 /* See common/item.c */
39
40 typedef struct Body_Locations {
41 const char *save_name; /* Name used to load/save it to disk */
42 const char *use_name; /* Name used when describing an item we can use */
43 const char *nonuse_name; /* Name to describe objects we can't use */
44 } Body_Locations;
45
46 extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
47
48 typedef struct _event
49 {
50 int type;
51 const char *hook;
52 const char *plugin;
53 const char *options;
54 struct _event *next;
55 } event;
56
57 /*
58 * Each object (this also means archetypes!) could have a few of these
59 * "dangling" from it; this could also end up containing 'parse errors'.
60 *
61 * key and value are shared-strings.
62 *
63 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
64 * accessing the list directly.
65 * Exception is if you want to walk this list for some reason.
66 */
67 typedef struct _key_value {
68 const char * key;
69 const char * value;
70 struct _key_value * next;
71 } key_value;
72
73
74 /* Definition for WILL_APPLY values. Replaces having harcoded values
75 * sprinkled in the code. Note that some of these also replace fields
76 * that were in the can_apply area. What is the point of having both
77 * can_apply and will_apply?
78 */
79 #define WILL_APPLY_HANDLE 0x1
80 #define WILL_APPLY_TREASURE 0x2
81 #define WILL_APPLY_EARTHWALL 0x4
82 #define WILL_APPLY_DOOR 0x8
83 #define WILL_APPLY_FOOD 0x10
84
85
86 /* Note that the ordering of this structure is sort of relevent -
87 * copy_object copies everything over beyond 'name' using memcpy.
88 * Thus, values that need to be copied need to be located beyond that
89 * point.
90 *
91 * However, if you're keeping a pointer of some sort, you probably
92 * don't just want it copied, so you'll need to add to common/object.c,
93 * e.g. copy-object
94 *
95 * I've tried to clean up this structure a bit (in terms of formatting)
96 * by making it more consistent. I've also tried to locate some of the fields
97 * more logically together (put the item related ones together, the monster
98 * related ones, etc.
99 * This structure is best viewed with about a 100 width screen.
100 * MSW 2002-07-05
101 */
102
103 struct object_simple {
104 /* These variables are not changed by copy_object() */
105 struct pl *contr; /* Pointer to the player which control this object */
106 struct object *next; /* Pointer to the next object in the free/used list */
107 struct object *prev; /* Pointer to the previous object in the free/used list*/
108 struct object *active_next; /* Next & previous object in the 'active' */
109 struct object *active_prev; /* List. This is used in process_events */
110 /* so that the entire object list does not */
111 /* need to be gone through. */
112 struct object *below; /* Pointer to the object stacked below this one */
113 struct object *above; /* Pointer to the object stacked above this one */
114 /* Note: stacked in the *same* environment*/
115 struct object *inv; /* Pointer to the first object in the inventory */
116 struct object *container; /* Current container being used. I think this
117 * is only used by the player right now.
118 */
119 struct object *env; /* Pointer to the object which is the environment.
120 * This is typically the container that the object is in.
121 */
122 struct object *more; /* Pointer to the rest of a large body of objects */
123 struct object *head; /* Points to the main object of a large body */
124 struct mapstruct *map; /* Pointer to the map in which this object is present */
125
126 tag_t count; /* Unique object number for this object */
127 uint16 refcount; /* How many objects points to this object */
128 };
129
130 struct object_special : extendable<object> {
131 data_type get_dt () const { return DT_OBJECT; }
132
133 /* These get an extra add_refcount(), after having been copied by memcpy().
134 * All fields beow this point are automatically copied by memcpy. If
135 * adding something that needs a refcount updated, make sure you modify
136 * copy_object to do so. Everything below here also gets cleared
137 * by clear_object()
138 */
139 const char *name; /* The name of the object, obviously... */
140 const char *name_pl; /* The plural name of the object */
141 const char *title; /* Of foo, etc */
142 const char *race; /* human, goblin, dragon, etc */
143 const char *slaying; /* Which race to do double damage to */
144 /* If this is an exit, this is the filename */
145 const char *skill; /* Name of the skill this object uses/grants */
146 const char *msg; /* If this is a book/sign/magic mouth/etc */
147 const char *lore; /* Obscure information about this object, */
148 /* To get put into books and the like. */
149
150 sint16 x,y; /* Position in the map for this object */
151 sint16 ox,oy; /* For debugging: Where it was last inserted */
152 float speed; /* The overall speed of this object */
153 float speed_left; /* How much speed is left to spend this round */
154 uint32 nrof; /* How many of the objects */
155 New_Face *face; /* Face with colors */
156 sint8 direction; /* Means the object is moving that way. */
157 sint8 facing; /* Object is oriented/facing that way. */
158
159 /* This next big block are basically used for monsters and equipment */
160 uint8 type; /* PLAYER, BULLET, etc. See define.h */
161 uint8 subtype; /* subtype of object */
162 uint16 client_type; /* Public type information. see doc/Developers/objects */
163 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
164 uint32 attacktype; /* Bitmask of attacks this object does */
165 uint32 path_attuned; /* Paths the object is attuned to */
166 uint32 path_repelled; /* Paths the object is repelled from */
167 uint32 path_denied; /* Paths the object is denied access to */
168 uint16 material; /* What materials this object consist of */
169 const char *materialname; /* specific material name */
170 sint8 magic; /* Any magical bonuses to this item */
171 uint8 state; /* How the object was last drawn (animation) */
172 sint32 value; /* How much money it is worth (or contains) */
173 sint16 level; /* Level of creature or object */
174 /* Note that the last_.. values are sometimes used for non obvious
175 * meanings by some objects, eg, sp penalty, permanent exp.
176 */
177 sint32 last_heal; /* Last healed. Depends on constitution */
178 sint32 last_sp; /* As last_heal, but for spell points */
179 sint16 last_grace; /* as last_sp, except for grace */
180 sint16 last_eat; /* How long since we last ate */
181 sint16 invisible; /* How much longer the object will be invis */
182 uint8 pick_up; /* See crossfire.doc */
183 sint8 item_power; /* power rating of the object */
184 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
185 sint32 weight; /* Attributes of the object */
186 sint32 weight_limit; /* Weight-limit of object */
187 sint32 carrying; /* How much weight this object contains */
188 sint8 glow_radius; /* indicates the glow radius of the object */
189 living stats; /* Str, Con, Dex, etc */
190 sint64 perm_exp; /* Permanent exp */
191 const char *current_weapon_script; /* The script of the currently used weapon. Executed */
192 /* each time the object attacks something */
193 struct object *current_weapon; /* Pointer to the weapon currently used */
194 uint32 weapontype; /* type of weapon */
195 uint32 tooltype; /* type of tool or build facility */
196 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
197 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
198 /* See the doc/Developers/objects for more info about body locations */
199
200 /* Following mostly refers to fields only used for monsters */
201 struct object *owner; /* Pointer to the object which controls this one */
202 /* Owner should not be referred to directly - */
203 /* get_owner should be used instead. */
204 tag_t ownercount; /* What count the owner had (in case owner */
205 /* has been freed) */
206 struct object *enemy; /* Monster/player to follow even if not closest */
207 struct object *attacked_by; /* This object start to attack us! only player & monster */
208 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
209 struct treasureliststruct *randomitems; /* Items to be generated */
210 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
211 struct object *chosen_skill; /* the skill chosen to use */
212 uint32 hide; /* The object is hidden, not invisible */
213 /* changes made by kholland@sunlab.cit.cornell.edu */
214 /* allows different movement patterns for attackers */
215 sint32 move_status; /* What stage in attack mode */
216 uint16 attack_movement;/* What kind of attack movement */
217 uint8 will_apply; /* See crossfire.doc */
218 struct object *spellitem; /* Spell ability monster is choosing to use */
219 double expmul; /* needed experience = (calc_exp*expmul) - means some */
220 /* races/classes can need less/more exp to gain levels */
221
222 /* Spell related information, may be useful elsewhere
223 * Note that other fields are used - these files are basically
224 * only used in spells.
225 */
226 sint16 duration; /* How long the spell lasts */
227 uint8 duration_modifier; /* how level modifies duration */
228 sint16 casting_time; /* time left before spell goes off */
229 struct object *spell; /* Spell that was being cast */
230 uint16 start_holding;
231 char *spellarg;
232 uint8 dam_modifier; /* How going up in level effects damage */
233 sint8 range; /* Range of the spell */
234 uint8 range_modifier; /* How going up in level effects range */
235
236 /* Following are values used by any object */
237 struct archt *arch; /* Pointer to archetype */
238 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
239 /* this objects turns into or what this object creates */
240 uint32 flags[4]; /* various flags */
241 uint16 animation_id; /* An index into the animation array */
242 uint8 anim_speed; /* ticks between animation-frames */
243 uint8 last_anim; /* last sequence used to draw face */
244 sint32 elevation; /* elevation of this terrain - not currently used */
245 uint8 smoothlevel; /* how to smooth this square around*/
246
247 MoveType move_type; /* Type of movement this object uses */
248 MoveType move_block; /* What movement types this blocks */
249 MoveType move_allow; /* What movement types explicitly allowd */
250 MoveType move_on; /* Move types affected moving on to this space */
251 MoveType move_off; /* Move types affected moving off this space */
252 MoveType move_slow; /* Movement types this slows down */
253 float move_slow_penalty; /* How much this slows down the object */
254
255 event *events;
256
257 const char *custom_name; /* Custom name assigned by player */
258 key_value *key_values; /* Fields not explictly known by the loader. */
259 };
260
261 struct object : object_special, object_simple {
262 };
263
264 typedef struct oblnk { /* Used to link together several objects */
265 object *ob;
266 struct oblnk *next;
267 tag_t id;
268 } objectlink;
269
270 typedef struct oblinkpt { /* Used to link together several object links */
271 struct oblnk *link;
272 long value; /* Used as connected value in buttons/gates */
273 struct oblinkpt *next;
274 } oblinkpt;
275
276 /*
277 * The archetype structure is a set of rules on how to generate and manipulate
278 * objects which point to archetypes.
279 * This probably belongs in arch.h, but there really doesn't appear to
280 * be much left in the archetype - all it really is is a holder for the
281 * object and pointers. This structure should get removed, and just replaced
282 * by the object structure
283 */
284
285 typedef struct archt {
286 const char *name; /* More definite name, like "generate_kobold" */
287 struct archt *next; /* Next archetype in a linked list */
288 struct archt *head; /* The main part of a linked object */
289 struct archt *more; /* Next part of a linked object */
290 object clone; /* An object from which to do copy_object() */
291 uint32 editable; /* editable flags (mainly for editor) */
292 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is
293 * in comparison to the head.
294 */
295 } archetype;
296
297 extern object *objects;
298 extern object *active_objects;
299 extern object *free_objects;
300 extern object objarray[STARTMAX];
301
302 extern int nrofallocobjects;
303 extern int nroffreeobjects;
304
305 /* This returns TRUE if the object is somethign that
306 * should be displayed in the look window
307 */
308 #define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
309
310 /* Used by update_object to know if the object being passed is
311 * being added or removed.
312 */
313 #define UP_OBJ_INSERT 1
314 #define UP_OBJ_REMOVE 2
315 #define UP_OBJ_CHANGE 3
316 #define UP_OBJ_FACE 4 /* Only thing that changed was the face */
317
318 /* These are flags passed to insert_ob_in_map and
319 * insert_ob_in_ob. Note that all flags may not be meaningful
320 * for both functions.
321 * Most are fairly explanatory:
322 * INS_NO_MERGE: don't try to merge inserted object with ones alrady
323 * on space.
324 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
325 * INS_NO_WALK_ON: Don't call check_walk_on against the
326 * originator - saves cpu time if you know the inserted object
327 * is not meaningful in terms of having an effect.
328 * INS_ON_TOP: Always put object on top. Generally only needed when loading
329 * files from disk and ordering needs to be preserved.
330 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
331 * Use for treasure chests so the new object is the highest thing
332 * beneath the player, but not actually above it. Note - the
333 * map and x,y coordinates for the object to be inserted must
334 * match the originator.
335 * INS_MAP_LOAD: disable lots of checkings done at insertion to
336 * speed up map loading process, as we assume the ordering in
337 * loaded map is correct.
338 *
339 * Note that INS_BELOW_ORIGINATOR, INS_ON_TOP, INS_ABOVE_FLOOR_ONLY
340 * are mutually exclusive. The behaviour for passing more than one
341 * should be considered undefined - while you may notice what happens
342 * right now if you pass more than one, that could very well change
343 * in future revisions of the code.
344 */
345 #define INS_NO_MERGE 0x0001
346 #define INS_ABOVE_FLOOR_ONLY 0x0002
347 #define INS_NO_WALK_ON 0x0004
348 #define INS_ON_TOP 0x0008
349 #define INS_BELOW_ORIGINATOR 0x0010
350 #define INS_MAP_LOAD 0x0020
351
352 #define ARCH_SINGULARITY "singularity"
353 #define ARCH_SINGULARITY_LEN 11
354 #define ARCH_DETECT_MAGIC "detect_magic"
355 #define ARCH_DEPLETION "depletion"
356 #define ARCH_SYMPTOM "symptom"
357
358 #endif